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- scriptified 3 more functions in stateprovider.
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2 changed files with 70 additions and 98 deletions
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@ -1602,30 +1602,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomComboAttack)
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return 0;
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return 0;
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}
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AStateProvider, A_JumpIfNoAmmo)
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{
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_STATE_ACTION(jump);
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if (!ACTION_CALL_FROM_PSPRITE() || self->player->ReadyWeapon == nullptr)
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{
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ACTION_RETURN_STATE(NULL);
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}
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if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
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{
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ACTION_RETURN_STATE(jump);
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}
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ACTION_RETURN_STATE(NULL);
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// also for monsters
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// also for monsters
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@ -3830,77 +3806,6 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfInTargetLOS)
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ACTION_RETURN_BOOL(true);
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ACTION_RETURN_BOOL(true);
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}
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}
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//===========================================================================
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//
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// Modified code pointer from Skulltag
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AStateProvider, A_CheckForReload)
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{
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PARAM_ACTION_PROLOGUE(AStateProvider);
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if ( self->player == NULL || self->player->ReadyWeapon == NULL )
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{
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ACTION_RETURN_STATE(NULL);
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}
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PARAM_INT (count);
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PARAM_STATE_ACTION (jump);
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PARAM_BOOL (dontincrement);
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if (numret > 0)
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{
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ret->SetPointer(NULL);
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numret = 1;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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int ReloadCounter = weapon->ReloadCounter;
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if (!dontincrement || ReloadCounter != 0)
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ReloadCounter = (weapon->ReloadCounter+1) % count;
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else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
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ReloadCounter = 1;
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// If we have not made our last shot...
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if (ReloadCounter != 0)
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{
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// Go back to the refire frames, instead of continuing on to the reload frames.
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if (numret != 0)
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{
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ret->SetPointer(jump);
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}
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}
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else
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{
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// We need to reload. However, don't reload if we're out of ammo.
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weapon->CheckAmmo(false, false);
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}
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if (!dontincrement)
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{
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weapon->ReloadCounter = ReloadCounter;
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}
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return numret;
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}
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//===========================================================================
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//
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// Resets the counter for the above function
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AStateProvider, A_ResetReloadCounter)
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{
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PARAM_ACTION_PROLOGUE(AStateProvider);
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if (self->player == NULL || self->player->ReadyWeapon == NULL)
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return 0;
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AWeapon *weapon = self->player->ReadyWeapon;
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weapon->ReloadCounter = 0;
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return 0;
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// A_ChangeFlag
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// A_ChangeFlag
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@ -1,10 +1,77 @@
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class StateProvider : Inventory native
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class StateProvider : Inventory native
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{
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{
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action native state A_JumpIfNoAmmo(statelabel label);
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action native void A_WeaponReady(int flags = 0);
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action native void A_WeaponReady(int flags = 0);
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action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
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action native void A_ResetReloadCounter();
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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action state A_JumpIfNoAmmo(statelabel label)
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{
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if (stateinfo == null || stateinfo.mStateType != STATE_Psprite || player == null || player.ReadyWeapon == null ||
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!player.ReadyWeapon.CheckAmmo(player.ReadyWeapon.bAltFire, false, true))
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{
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return null;
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}
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else return ResolveState(label);
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}
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//===========================================================================
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//
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// Modified code pointer from Skulltag
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//
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//===========================================================================
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action state A_CheckForReload(int count, statelabel jump, bool dontincrement = false)
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{
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if (stateinfo == null || stateinfo.mStateType != STATE_Psprite || player == null || player.ReadyWeapon == null)
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{
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return null;
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}
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state ret = null;
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let weapon = player.ReadyWeapon;
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int ReloadCounter = weapon.ReloadCounter;
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if (!dontincrement || ReloadCounter != 0)
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ReloadCounter = (weapon.ReloadCounter+1) % count;
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else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
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ReloadCounter = 1;
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// If we have not made our last shot...
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if (ReloadCounter != 0)
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{
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// Go back to the refire frames, instead of continuing on to the reload frames.
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ret = ResolveState(jump);
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}
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else
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{
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// We need to reload. However, don't reload if we're out of ammo.
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weapon.CheckAmmo(false, false);
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}
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if (!dontincrement)
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{
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weapon.ReloadCounter = ReloadCounter;
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}
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return ret;
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}
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//===========================================================================
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//
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// Resets the counter for the above function
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//
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//===========================================================================
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action void A_ResetReloadCounter()
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{
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if (stateinfo != null && stateinfo.mStateType == STATE_Psprite && player != null && player.ReadyWeapon != null)
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player.ReadyWeapon.ReloadCounter = 0;
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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